Disciplines: A new Sorcery system for Amber
DRPG
(Based very loosely on Mage from White Wolf
Games)
In this system, Sorcery and Conjuring become Attributes of a
sort, measuring a character's facility in different types of
magic. Your score shows what kind of effects you are able to
produce.
Hanging spells is no longer a concern. Players who do not
study may become rusty, just as Warfare skills can atrophy
if one loses the habit of fighting, but players do no need
to write out spell lists in advance.
Psyche is now much less important. One's own knowledge, and
the rules of the Shadow, are crucial. Some Shadows are more
powerful than others- in Amber, for example, Sorcery of any
sort is slow and difficult. Life magic is almost powerless.
In Chaos, on the other hand, loose energy is all over the
place, and a little knowledge goes a long way. This is why
there are more sorcerers on that end of reality.
Psyche does come into play when one attacks another
character. If the character is a sorcerer, he or she can
cast counterspells, and the victory is decided by whose
spells are most efficient and who has the most raw Psychic
power. In game terms, I'll consider both how precise the
spells are and how much Psyche is behind them. Jubal, for
example, could defeat Laughter if he used a subtle and
precise spell (say, "Cause weakness in aorta which will
burst under pressure") and she used a brute force
counterspell ("Circle of Protection"). Trying the same thing
(same spells on both sides) against Fiona would go badly for
Jubal.
I will ask you to name spells and counterspells fairly
quickly. The greatest challenge in a duel is to keep up the
pace, to avoid being caught off-guard by the opponent.
These are the types of Magic you can learn:
Correspondence:
Correspondence is sorcery that lets one ignore the
space-time structure of a Shadow, to know what was happening
over *there* *then*, or now, or wherever and whenever.
Concepts like danger sense, locator spells, and tracking
spells are all examples of correspondence.
Correspondence is weak at the lower levels. At a
couple of points worth, your sorcery can give you a "feel"
for things, increased perceptive acuity, and similar
effects. Five or six points get you clairvoyant effects and
the like. More points let one move through denatured space-
teleport, shrink and enlarge, and so on. 10 points of
Correspondence lets you bend the space-time of a Shadow to
your will.
Force:
Force magic is the magic of the physical world.
Fire, lightning, and the rest of Thor's repertoire. Force is
the most direct and brutal kind of magic, and the least
subtle.
At low levels Force magic can detect and identify
physical forces at work. 5-6 points is enough to create
lightening bolts or laser beams. 10 points of Force is
enough power to create black holes or explode suns.
Conjuring:
Less than 20 points of Conjuring can still be
useful. One gains insight into chemistry, and can use magic
to aid in this regard. 6-10 points lets you create trivial
objects like glass balls. 20 points lets you create matter
out of nothing at all. 30 points is enought to create
arbitrary matter- "something hard" or "something that will
conduct electricity" if such effects are possible in this
Shadow.
More skill in Conjuring lets you work greater
wonders, but also Conjure simpler items faster.
Conjuring, more than other powers, suffers from
being powered by Shadow energy. If a Shadow does not behave
in some fashion, a Conjurer has no way to work around that
limitation.
Primal Magics:
Skilled sorcerers with knowledge of API or ALI can
use those powers in their spells. These powers can create
devastating effects, powering Socrcery from basic sources
instead of Shadow energy. However, Pattern and Logrus are
far harder to control than shadow powers. Your score in
Pattern or Logrus sorcery is the limit of how much magic you
can power from the Pattern or Logrus- that is, if Joan has 4
points of Primal Pattern and 10 points of Force, she can use
Shadow energy to create galactic explosions. If she needs to
power her magic with Pattern, though, her skill is
insufficient. The best she could do is amplify existing
forces. If she also had 2 points of Correspondence, she
could work spells that gave her enhanced senses anywhere in
Shadow, powering the spells from Pattern. She has power to
spare, but her knowledge of Correspondence magic is too
small to let her channel her full power.